===========================================================================
----------------- MARVEL VS CAPCOM 2: NEW AGE OF HEROES -------------------
----------------------- SPIDERMAN STRATEGY GUIDE --------------------------
===========================================================================

Spiderman Strategy Guide Version 2.3 - Last Updated 4 May 2000
FAQ written by David da Rosa aka Beta (beta@nettaxi.com)
FAQ (c) 2000 by Beta Productions
Marvel Vs Capcom 2: New Age of Heroes, Spiderman, Ryu, Guile, Iceman, etc,
are (c) to their respective owners.
Please do not use any part of this guide without prior consent of the
author. Any suggestions and contributions are welcome and credits will be
given.

 ____________________
/  Version History   \_____________________________________________________

1.0 - The first appearance of Spiderman FAQ.

1.1 - Corrected some wrong information (sticking in the wall, for example) 
      and some new additions, namely how to catch your opponent with 
      Alpha assist type (Web Ball), as well as a new cheesy air combo in 
      the strategies section.

1.5 - Added a new method to combo the Crawler Assault as well as the 
      strategies for ultimate cheese team. Also changed the name of the
      FAQ to Spiderman Strategy Guide because this FAQ is more focused on
      strategy rather than the poses and moves (which you can all see when
      you play the game). Added Spiderman to the Human VS Section (stupid
      me for not adding it in the first place) as well as more general
      strategies.

2.0 - Completely new layout and look (I guess). A big update considering
      that there is finally some spelling check this time. Hope you will
      like the new additions which makes this FAQ a bit more clear.

2.1 - Corrected 2 stupid mistakes including how to do a Spider Sting. 

2.2 - Added one thing that I completely forgot, which is the fact you can
      aim your Maximum Spider! Stupid me ^_^.

2.3 - Added the cross up trick in Ground Game section of the strategies.

 ____________________
/      Credits       \_____________________________________________________

Zhen, aka Da-Z (meditate70@hotmail.com) - He is a big help to all my FAQs
(now only Spidey and Guile, but I would expect more help from him ^_^).
Very seasoned player indeed, who has taught me the cheesy Air Combo
finishing with a Jab Web Ball, as well as tactics on crossing up with
Assists from Spidey and Iceman. Also, he seems to share with me the same
view on the Ultimate Cheese Team, as he has got 54 straight wins with that
team is his local arcade (wow). A big thanks to Zhen!

CJayC of GameFAQs (www.gamefaqs.com) - For hosting my FAQs. Any updates of 
my FAQs can be found there.

Al Amaloo of Video Game Strategies (vgstrategies.about.com) - Also for
hosting my FAQs. Updates can also be found there.

JBGainz@aol.com - For telling me how stupid I was in putting the wrong
info on how to do the Spider Sting. Thanks.

You - Well, if nobody reads my FAQs and sends me mail, I don't feel like
writing any more, but I received some positive response from you guys, so
I hope I can continue to write more useful FAQs!


===========================================================================
------------------------------ CONTENTS -----------------------------------
===========================================================================

Chapter 1  - Introduction

Chapter 2  - Basic Attacks

Chapter 3  - Special Moves
   
Chapter 4  - Hyper Combos

Chapter 5  - Assist Types

Chapter 6  - Strategies

Chapter 7  - Ultimate Cheese Team

Chapter 8  - Vs Human Players

Chapter 9  - Beating Abyss

Appendix A - Notations

Appendix B - Game Basics


===========================================================================
----------------------------- INTRODUCTION --------------------------------
===========================================================================

First of all, this guide is intended to teach players how to use Spiderman,
at least effectively, in Marvel Vs Capcom 2. That's why you will expect to
find strategies in it rather than irrelevant information such as colours, 
win poses, quotes, etc. The basics of the game as well as the FAQ notations
are located at the end of the FAQ (as most people just skip them, but there
you are for the beginners). If you need more background information of the
characters, win poses, etc, there are more good quality general FAQs at
GameFAQs (http://www.gamefaqs.com).

So why should you use Spidey? Everybody says that he is a scrubby dialler, 
where no skills are involved except doing crazy combos which drains out
lots of damage. Perhaps, in previous Vs incarnations, that was the case, 
but it no longer applies to MvC2, with the new implementation of helpers.
Spiderman does have above average speed, which makes him ideal for a 
pressure character, for players who likes to go all out. However, attacking 
blindly is no longer an option (save against new players), so a more 
sensible approach is required. 


===========================================================================
----------------------------- BASIC ATTACKS -------------------------------
===========================================================================

Most of Spidey's basic attacks are quick and with high priority. They do
decent damage and should consist the main weapons in any offence or 
defence. 

 ____________________
/  Standing Attacks  \_____________________________________________________

Jab - Spiderman sticks his left hand out to jab the opponent's chest (or 
head, in Rockman's case). Pretty fast and ok for a poke, but I'll use 
C. Short any time of the day. Can be used to add a little spice to a ground
chain (ie S.Jab -> C.Foward -> S. Roundhouse).
Usefulness [**---]

Short - Spiderman sticks his left leg out to kick the opponent's 
midsection. Also pretty fast and ok for a poke, but still, I'll use 
Crouching Short. Can be used to vary the ground chain like Standing Jab.
Usefulness [**---]

Strong - Can be done by DF.Fierce. Spiderman does a uppercut with his left 
hand. One of his launcher. Has more vertical range and less horizontal 
range compared to his S.Roundhouse, and does not launch the opponent too 
high. A full 5 hit air combo can be done, however you must press the 
buttons very quickly. Don't rely on it to much as you always have the 
S.Roundhouse. 
Usefulness [***--]

Forward - Spiderman does a funny kick with his right leg, forming an arc. 
Useless I may add. Perhaps used in a ground chain when you don't want to 
launch your enemy and do Crawler Assault instead.
Usefulness [**---]

Fierce - Spiderman does a right hand strike so fast and powerful that 
ionises the gas molecules, forming a white arc around his hands (well, sort
off). A move with decent range, but not that useful to end a ground chain, 
unless you want to knock the opponent to the other side of the. OK for a 
surprise poke, I suppose, but you have better things to do.
Usefulness [***--]

Roundhouse - The most powerful move in Spiderman's Arsenal. Spiderman does 
a summersault and kicks with both his legs. It is an air launcher, which 
means you can only launch airborne enemies. However, in a ground chain you 
can set it up with C.Forward and it has quite a good priority over a lot of 
air attacks. Useful, but do not over abuse it.
Usefulness [*****]

 ____________________
/ Crouching Attacks  \_____________________________________________________

Jab - Spiderman sticks out his right hand to punch the opponent foot. Same 
as with S.Jab.
Usefulness [**---]

Short - Probably his most important ground poke, as it hits low, meaning 
that the opponent has to block low or eat a big combo (Spiderman is a combo
machine, right?). It also has decent range and priority. Best used after a 
dash for a surprise attack, however don't become too predictable with it. 
Usefulness [****-]

Strong - An upwards arm swing, useful to set up C.Roundhouse OTG combos 
(eg C.Short -> C.Strong -> C.Roundhouse -> Crawler Assault OTG). Has
greater reach than C.Forward so should be used instead if your enemy is 
just out of range for the C.Forward (and hence the Air Combo) to connect.
Usefulness [**/--]

Forward - Spiderman's bread and butter mini-launcher which sets up 
perfectly for the S.Roundhouse and Air Combo. Make yourself the habit of 
tapping C.Short -> C.Forward (well, actually it is the same button) -> 
S.Roundhouse and follow with an air combo. However, use C.Strong to set up 
a OTG combo because C.Roundhouse usually misses after C.Forward. You can 
also do this move by DF.Roundhouse and the move will become a launcher, but
it is kind of useless because you will use the S.Roundhouse to get more 
hits (and more damage). However, use it once of a while as it looks
quite funny as well as humiliating for your opponent.
Usefulness [****-] 

Fierce - Spiderman uses does an elbow strike with his right elbow. A 
decent, specially when your enemy is cornered, as you can combo a Crawler 
Assault afterwards and your opponent has NO chance to roll, meaning a 
guaranteed hit. Always go to this method of setting up the Crawler assault
in the corner instead of OTG.
Usefulness [***--]

Roundhouse - A slow roundhouse trip, used to set up an OTG combo. Only use 
it in a chain, as its start up time is quite slow. Also, try to cancel it
into a Jab Web Ball if it gets blocked, or your enemy will have a chance to
retaliate.
Usefulness [***--]

 ____________________
/  Jumping Attacks   \_____________________________________________________

Jab - A diagonally down punch from the air. Useful as a starter for both 
Air Combos or multi-hit jump ins.
Usefulness [***--]

Short - Similar in properties to Jumping Jab. In fact, Spiderman's four 
weaker jumping move aren't that exciting at all, they are just used to do 
the 5 hit air combo.
Usefulness [**---]

Strong - Uppercut in the air, but as you can't use it alone, it is only 
used in Combos.
Usefulness [**---]

Forward - Same properties as Jumping Strong. Use it in combos.
Usefulness [**---]

Fierce - One of the better Air Combo Finishers, as you come down behind 
your opponent. More about this in Strategies section. As a jump in attack 
it is also pretty good. Use this when your jump in ends vertically above 
your opponent.
Usefulness [****-]

Roundhouse - Another great move. Spiderman does a two leg attack at 45 
degrees down. It is the safest Air Combo Finisher because it kicks the
opponent far to the side of the screen. It is also a highly prioritised 
jump in attack. Use it when you are diagonally above your enemy in jump 
ins.
Usefulness [****-]

 ____________________
/       Throws       \_____________________________________________________

F or B + Fierce
Spidey grabs the other character and does a flip in the air before throwing
his victim back to the ground, sending him to the other side of the screen.
Used to give yourself some breathing room.
Usefulness [***--]

F or B + Roundhouse
Spidey grabs his victim and tosses him to his back. Used to send your enemy
to the corner. Less useful as the Fierce throw because if it doesn't
connect, a Roundhouse will come out instead which is slower than the Fierce
in terms of recovery time.
Usefulness [**---]

Any Direction except U or UB or UF + Fierce in the air
Same as the ground Fierce throw. Very useful against people who expect to 
meet your 5 hit chain in the air, where you throw them, or as an Air Combo
Finisher.
Usefulness [****-]


===========================================================================
----------------------------- SPECIAL MOVES -------------------------------
===========================================================================

Spidey's special moves serves to complement his standard moves and to
lengthen his combos. Use them to your advantage!

 ____________________
/      Web Ball      \_____________________________________________________

D, DF, F + Jab or Fierce (Can be done in air) 
Spiderman shoots a ball of web liquid and if it hits, the opponent will be 
freeze in a cocoon for some time, open to an attack. Jab version is quick 
to come out, but does not freeze the enemy long enough for an attack 
(perhaps if you are very near and very quick). Fierce version is slow to 
come out and does more damage, but leaves the opponent freeze long enough 
for a dash and jump in combo. However, it takes so long to come out that in 
should only be done in the air. You can only do one Web Ball in a Super 
Jump, as opposed to, for example, Ryu's Hadokens.
Usefulness [***--]

 ____________________
/      Web Swing     \_____________________________________________________

D, DB, B + Short or Roundhouse (Can be done in air)
Spiderman shoots a line of web and does a swing (like in the comics). OK 
damage and can OTG. The difference between Short and Roundhouse are speed, 
range and damage. Short is faster but has lower range and damage while 
Roundhouse is slower but has a higher range and damage. Both versions can 
be used to OTG and Short version can be used to finish an Air Combo. Beware 
you cannot do multiple air Web Stings as before.
Usefulness [**---]

 ____________________
/      Web Throw     \_____________________________________________________

F, DF, D, DB, B + Jab or Fierce
Spiderman throws a line of web and if it hits an opponent in 2/3 screen 
length, he holds the line and swings the opponent around. Good damage, but 
slow to come out and it seems that you can no longer mash the buttons to 
rotate your opponent faster as before. Jab goes in front and Fierce goes 
45 degrees up. Still has some use in mind games, more discussed in the
Strategies section.
Usefulness [**---]

 ____________________
/    Spider Sting    \_____________________________________________________

F, D, DF + Jab or Fierce 
A dragon punch type move. If it hits, tap the Fierce another punch which 
sends the enemy down to ground. Jab goes about one screen high and Fierce 
one and half screen. High priority and should be used sparingly against 
people with high priority jump ins to teach them to stay in ground (as most
people block until the last second and can retaliate easily any blocked
Spider Stings).
Usefulness [**---]

 ____________________
/      Air Dash      \_____________________________________________________

F, F or Jab + Fierce in air
Not exactly a special move but Spiderman can Air Dash to escape tight 
situations such as corners or go behind somebody doing a beam super (eg 
Ryu's Shinku Hadoken). Spiderman shoots a line of web similar to web sting,
but instead of kicking, he just swings forwards. Not a very fast dash and 
not very useful offensively. Use it more for evasive tactics.
Usefulness [**---]

 ____________________
/    Triangle Jump   \_____________________________________________________

Tap F when against a wall
Spiderman can jump of a wall. In my opinion useful only to escape corners 
or to stay in the air a bit longer to avoid beam supers, but Air Dash will
work better.
Usefulness  [*----]


===========================================================================
----------------------------- HYPER COMBOS --------------------------------
===========================================================================

None of Spidey's Super are very good and have a slow start up delay as well
as a lag at the end. Use them sparingly to as counter moves.

 ____________________
/   Maximum Spider   \_____________________________________________________

D, DF, F + Jab + Fierce (Can be done in air)
Spiderman's trade mark super, however it seems to be toned down in this 
incarnation. Spiderman jumps to one side of the wall, gathers some energy 
and fires himself straight to the enemy and juggles him 5 times. Sometimes 
you will land next to the opponent and you can OTG him by C.Short -> 
S.Roundhouse -> Air Combo. Use it sparingly as if it misses, it has 
terrible recover time. Use it as a counter to moves which leaves your enemy 
wide open to counter (Ryu's Shinku Hadokens, hehe) or straight after a 
successful Fierce Web Ball. The default direction the Maximum Spider will
go is depending on the place of your enemy, but you can always aim it up
by holding U, forward by tapping F and down by using D.
Usefulness [***--]

 ____________________
/   Crawler Assault  \_____________________________________________________

D, DF, F + Short + Roundhouse
Spiderman does a series of ground moves, which ends with a overhead kick 
attack. Both start-up and recover times aren't very great so use it with 
care. Spiderman's only chipping supper, so when the enemy is down to a few 
millimetres of health, use it! A viable way to combo it is via an OTG 
combo, but expert players can always roll out. However, it is possible trap
the enemy in the corner and use C.Short -> C.Strong -> C.Fierce -> Crawler 
Assault and it does quite some damage.
Usefulness [***/-]

 ____________________
/ Ultimate Web Throw \_____________________________________________________

D, DB, B + Jab + Fierce
Spiderman fakes jumping back and releases a big web trap. If it hits the 
opponent, Spiderman takes him to the skies and rotates him some times 
before releasing him and doing some decent damage. Only useful to those who
keep blindly dashing to you with high priority pokes (Spiderman, Wolverine,
Strider, Chun-Li, etc). Recovery time is not too bad, but you don't want to 
waste a super, right? Also, it is possible to dash in and punish you after
blocking this super so be careful with it.
Usefulness [**---]


===========================================================================
----------------------------- ASSIST TYPES --------------------------------
===========================================================================

I personally recommend putting Spiderman as the first fighter, and using
Alpha assist type, but try to mess with the other ones if you feel
adventurous!

 ____________________
/       Alpha        \_____________________________________________________

Capture Type - Web Ball / Crawler Assault
Basically this is the most useful assist, even though it takes some time to 
come out, but if successful, you will get a free combo. The easiest method
to catch people with the Web Ball is to call Spiderman when you are jumping
in mid-air to the other side of your enemy. When you land, you block and a 
good player will try to combo you, but they will be caught in the Web Ball.
If they block, they will get caught as well because you are not making any 
attacks so they will not be in blocking stance.
Usefulness [****-] 

 ____________________
/       Beta         \_____________________________________________________

Expansion Type - Web Swing / Crawler Assault
Not a very useful one because it leaves Spiderman wide open. Not really
recommended. 
Usefulness [*----]

 ____________________
/       Gamma        \_____________________________________________________

Anti-Air Type - Spider Sting / Crawler Assault
OK assist, but there are characters with better Anti-Air assist such as 
Guile and Akuma.
Usefulness [**---]

===========================================================================
------------------------------- STRATEGY ----------------------------------
===========================================================================


Finally it comes to my favourite part, focused on human matches (computer 
is boring!). Everybody says Spiderman is a cheap gay bastard which requires 
no competence in playing, apart from being able to dial combos. Even though 
Spiderman is a combo based character, it takes a lot of mind games to 
successfully win matches with him, specially now with the unlimited assist, 
making dashing in and combo more dangerous than ever.

 ____________________
/    Combo Theory    \_____________________________________________________

OK, you will say, fancy title, right? Well, this section explains the
basics of doing combos in MvC2, which is a big part of the game play.
Combos in MvC2 are particularly easy to do, as you only press the buttons
and do simple joystick motions. A full set of combo can be divided in three
parts (assuming that all moves connects):

1 - Jump In
Spidey has the ability to chain all 6 moves when normal jumping, but the
chances are that you will not be able to perform all 6 attacks. In most
cases, you only use a J.Fierce or J.Roundhouse (depending on the 
circumstances described above). However, if your enemy successfully blocks 
all your jump ins, vary by jumping in with J.Jab -> J.Short, etc, so that 
he will miss block your second attack and you can combo away. If you see a 
big character, you can extend to Strong, Forward and even Fierce (Sentinel, 
hehe). Remember Spider's ability to chain 6 hits in air, so use it to your 
advantage.

2 - Ground
Usually you go for C.Short -> C.Forward -> S.Roundhouse and do the Air
Combo, but there may have times where you want to set an OTG combo or when
your enemy is just outside of C.Forward's range. In this case, change to
C.Short -> C.Strong -> C.Roundhouse. If your enemy is in the corner, you
can replace the C.Roundhouse with C.Fierce and he has no chance to roll
out your attack. In order to get into the C.Forward range, try to always
dash after you land from the jump in. 

3 - Air Combo
The most important part of Spidey's combo. Basically after launching your 
enemy, tap up and do J.Jab -> J.Short -> J.Strong -> J.Forward -> one of 
the following:

   a - J.Roundhouse 
   Your safest finisher, as it leaves you enemy far away from you, and 
   you still have time to taunt ^_^.

   b - Short Web Swing
   OK damage, but beware as it takes some time for you to get down and 
   your enemy gets down first. Not really recommended unless you want to 
   play with some style.

   c - Throw 
   The timing is a bit harder now, but I it does decent damage.

   d - Wait a split second then J.Fierce -> J.Roundhouse 
   I would just do J.Roundhouse instead but if you want to rack up the 
   combo meter, you can try this. Timing is a bit hard.

   e - Nothing 
   Not to be done too often. Your enemy will fall down first and you just 
   fall a bit after him, with perfect timing for a roundhouse which, if 
   connected, leads to another combo. Don't do it in a corner since Spidey 
   will do a triangle jump.

   f - J.Fierce 
   After J.Fierce, your enemy lands first and you land exactly when he gets 
   up, so you have a few options afterwards:

      1 - J.Jab or J.Short, to catch him off guard and combo.

      2 - Land and C.Short than combo, if he learn to block high first.

      3 - Land and throw, if he learn to block successfully.

      4 - Land, C.Short, than walk in and throw, if he learns to throw you 
      first (waking  characters have throwing priority).

   If he learns how to avoid all those 4, you should mix your options every
   time you do an air combo to make him guessing. However, if he learns 
   simply jump in after getting up (and you cannot throw him), simple dash 
   and C.Short to the place where he lands, trying to catch him off guard, 
   and if he again blocks, walk in and throw. (Hope that he is not a master 
   in getting off throws).

   g - Jab Web Ball 
   This is a bit hard to connect, as you have to do the first 4 very 
   quickly, or it will just miss completely or your opponent can block it
   (although it is safe, but you wasted an opportunity). If it connects, 
   the cocoon will immediately explode, but you can then EASILY throw him 
   for some NICE air combo damage. However after once or twice, an average 
   player will try to nail you but repeatedly pressing jabs and shorts, but
   since you are above him, if you expect him to do so, just use a J.Fierce 
   and you can certainly hit him. When he comes down to the ground, he will 
   be bounced up and be slightly above you. He will then mostly try to hit 
   you back but you can simply use S.Roundhouse to kick him up and combo 
   again. He will be scared this time and will block you after the Web 
   Ball, so you can throw him again. By the time he figures that he has to 
   block your S.Roundhouse he will probably be dead, haha. And if not, 
   since he is blocking, dash in and pressure again with the ground chain.
   Once this move is mastered, you can try doing a J.Jab -> J.Short ->
   J.Forward -> J.Short Web Swing, which does slightly more damage than the
   throw and looks very nice. However, it has to be done REALLY fast.

So in short, the most impressive combo you can do with Spidey is this:

J.Fierce Web Ball -> J.Jab -> J.Short -> J.Strong -> J.Foward -> C.Short ->
C.Foward -> S.Roundhouse -> J.Jab -> J.Short -> J.Strong -> J.Foward ->
J.Jab Web Ball -> J.Jab -> J.Short -> J.Forward -> J.Short Web Swing

Which does 17 hits if fully connected. Use it to amuse to crowd!

 ____________________
/    Ground Game     \_____________________________________________________

Although jumping in and combo seems to be a routine to many Spiderman
players, in order to use him effectively, the ground game is more
important.

First we talk about zoning. Spiderman, as a combo character, works best at 
near the opponent constantly giving him pressure so that he will make a 
mistake which you can punish. The standard dash in C.Short-> C.Foward -> 
S.Roundhouse is mostly used, and if it connects, air combo, if not, finish 
the chain with a Jab Web Ball. If it does not connect, fair enough, at 
least you did some chip damage. Even though it connects, you don't have 
enough time to combo him, but you did gain the psychological advantage and 
you can continue pressure your opponent with the above tactic.

But don't get predictable, after 2 or 3 times, they will learn and react in 
three forms:

1 - Push guard 
You will lose the momentary attacking advantage, but you can still dash in 
again. Or if you feel like it, you can jump back and do some Fierce Web 
Balls and then dash in again and pressure.

2 - Jump to you - The first time he does this, you should block, but  
afterwards, or if you predict that he will jump to you, do a Fierce Web 
Throw and you can nail him. Vary between Web Balls and Web Throws. 
Sometimes you can even try to use a Jab Web Throw after a blocked ground 
chain and they will sit there and eat it.

3 - Call a helper 
This is by far the most dangerous situation. You will probably get hit 
(unless you block in time) and lose the attacking edge. However, you have 
your helpers too! Next time, dash in, lure him to use his helper, use your 
helper, and dash in again (since you are probably pushed a bit back) and 
do the ground chain.

Talking about helpers, I personally recommend you to team Spiderman with at 
least one character with a wide range assist (both beam type or anti-air 
type, such as Iceman or Guile). When you decide upon the order of your 
characters, put Spiderman in the first place (since it does not require 
supers to dish out damage) while leaving your main assist character to the 
third place, so that even when your assist character takes damage and 
Spiderman dies, you will not have to lose the red chunk of its life bar.

When the ground chain is getting a bit predictable and your opponent is 
very patiently push blocking all you attacks, while waiting an opportunity 
to nail you one big time, you should change your strategy. There are two 
options I will consider:

1 - Call a helper (a useful one like those that I mentioned above) After 
doing so, dash in and instead of doing a ground chain, do a jump in, with 
either Fierce or Roundhouse (as explained in normal attacks section). Then 
combo as usual.

2 - Dash in, do a C.Short than walk to your enemy and throw him It seems 
to be very cheap but Spiderman has no other option against turtles. Does 
he have an overhead? Doing so will make your enemy angry and more likely 
to commit mistakes.

Of course, against an extreme turtle, just taunt to your heart's contents, 
but not in the case if he has a beam super (Ryu again).

There is another trick. When you kill one of the opponent's characters or
use the Snap Back to force him to change characters and if he near a corner
and you are near him, just dash so that when his character jumps out, you
just dashed below him and do a C.Short -> etc chain. He might have blocked
the wrong side and you get a free combo!

 ____________________
/     Air to Air     \_____________________________________________________

Spidey is certainly the king of Air Combos! Usually, if somebody does a
Super Jump, you should follow them and in the air do the 5 hit chain,
which even doesn't hit, feels your Super Meter like no tomorrow. However,
after some time, you can throw in an air throw and watch the other player
getting frustrated! You can also vary by using the J.Fierce if you are
about in the same level with your enemy or J.Roundhouse if you are above.

Also, you should jump more often if your enemy has a better ground game
than yours or a highly prioritised jump in attack which you can't retaliate
(such as Amingo). You will rule in the skies, I promise you.

 ____________________
/      Defence       \_____________________________________________________

If you lose the edge of attacking and is getting pressured, there is still 
an exit, even though Spiderman is not a great defender. Against players who 
jump in to you simply do a S.Roundhouse and Air Combo, if he is diagonally 
up to you, or a DF.Fierce (which comes out as a Strong) if he is vertically 
above you. Alternatively, you can try to jump backwards and do a 
J.Roundhouse to out prioritise him. If he is constantly dashing in and you 
are not as fast as he is (Strider, Jill, etc), than predict his next dash 
in and do an Ultimate Web Throw. If there is no super, jump and do a 
J.Roundhouse if the character is big enough or push block him. The most 
important thing is that, once you retaliate, get back to the offensive as 
you are in a disadvantage when standing there and blocking.

There is also a little trick, which is let the opponent jump at you and you 
WALK under him to avoid his attack and throw him from behind (as a C.Short 
may get blocked if he is a good player). However, I think this is the 
scrubbiest tactic to use and I almost never use it.

Against keep away characters (Iceman, Cyclops, etc), your best hope is to 
super jump to get near and use your helpers to confuse him.

 ____________________
/    Tagging Out     \_____________________________________________________

Changing characters. People tend to change characters when the playing one 
is nearly dying. In this case, do not continue and rush in in any attempt 
to pressure him to death, because he can simply switch out when you dash 
in, hitting you, leading to a possible juggle afterwards. So what do you 
do? Slow down, wait and crouch down and wait for your opponent, because the 
slightest move will make him change the character. If he sits there without 
doing anything and waiting for your dash, than simply walk in and throw 
(now you understand the importance of throws, right?). As soon as you keep 
calm, he will make a mistake and change character, which is free for you to
combo.

So how do you change? There are 5 safer ways to change.

1 - The safest way is to do a counter by inputting B, DB, D + Assist 1 or 2 
(depending on the character you want to change). It wastes one Super bar
but you can hit your enemy and safely change.

2 - Do a safe Delayed Super Combo (one that pushes your enemy away without 
too much recovery time). Not really recommended, but it is still quite 
safe, and does some chipping damage.

3 - Launch and change. Your other character will jump in and kick the 
launched enemy, but you wasted an air combo and it is quite difficult to 
do. Not really recommended.

4 - Let him walk to you and when he is very near, change. Your character 
will usually land on the other side and unless he has a far reach super, 
you are pretty much safe.

5 - When he does a super jump, you change. Nuff said.

Also, when you change any other character into Spiderman and it hits, 
sending your enemy high in the skies, just walk your Spiderman near the 
enemy landing side and do a S.Roundhouse to kick him up for an Air Combo 
before he can roll. Talking about roll, try to roll every time you get 
knocked down, which avoids OTG combos and you can nail them back from 
behind. To roll, when knocked down, immediately do B, DB, F + any punch. 
There seems to be no difference between Jab and Fierce.

Oh yeah, by the way, if you see that one of your opponent helpers as got a 
big chunk of red bar unrecovered, do the D, DF, F + Assist to force that 
character out and he has can no longer recover the red bar.

That's pretty much the general strategies I can give you for using Spidey. 
Just remember, although many of my tactics involve throws, they can be 
escaped and besides, always throwing is very cheap. Don't over abuse it 
unless really necessary. Use an helper instead and you look more fair. Also 
don't taunt your enemy just because you are winning, only do so if he is 
playing like a scrub or being a turtle. You want to play for fun, don't 
you?


===========================================================================
------------------------- ULTIMATE CHEESE TEAM ----------------------------
===========================================================================

Why is it called the ultimate cheese team? Because using this team 
guarantees me a 90% winning percentage in my arcade (I usually lose because 
I am too tired of matches). This team consists of Spidey, Guile and Iceman.

Now let me explain why this is cheese. All three characters should use the 
Alpha assist type. Spidey goes first, than Guile and finally Iceman. The 
reason behind is that Spidey is a character which deals a lot of damage 
without the need of supers, which is suitable for the first part of the 
match. As well as it, he does a lot of chain combos which even blocked 
fills the super bar like no tomorrow. Guile is good for the middle of the 
match, as he does a fair amount of damage with supers (all of which are 
comboable). Finally, as Iceman does not take block damage from most energy 
type moves, and his Icebeam chips block damage like crazy, it is extremely 
useful in the endgame, when the time bar is running out, as he is the king 
of keep away ^_^. Besides if you can dish out an air combo with him, it 
does heck a lot of damage as well. 

Although Spidey is supposed to be a dash in/jump in crazy dialler, you 
shouldn't be over aggressive in higher levels of play (such as when using 
this team). Why? Because now it is so easy to block your dash ins and let
you eat an helper, which usually does decent damage to your poor Spidey.

OK, so what should you do? In contrary to popular belief, you should jump 
back as soon as the matches starts. When in the maximum away from your 
enemy, call Iceman and jump back and do a Fierce Web Ball. There will 
usually be 4 outcomes.

1 - Your enemy rushes at you, he will eat the Icebeam and probably your 
web ball (although it is rare that he gets cocoon. The damage it does is 
equivalent to the ground chain of Spidey (no kidding).

2 - He jumps at you, and you are relatively safe, as when he lands, he 
has to block or he will eat the Icebeam.

3 - He will super jump and avoid everything. What you do is to dash to the
opposite way so that we he lands, you can try to nail him with a dash in 
C.Short, and if he blocks the wrong side, he will eat the Air Combo, 
described above. Beware that if he comes down with an attack, you should 
use the S.Roundhouse instead, which most probably beats him (unless he has 
an over prioritised jump in type move, like Amingo's J.Roundhouse).

4 - He will block like a duck and takes ticking damage from the ice beam 
equivalent to Spidey's Fierce (unless he is Iceman, of course).

After this scenario, you should now dash in and do a surprise attack or 
repeat it again and then dash in. This will make the enemy guessing, until 
he realises that he has helpers as well. Then dash in, wait for his helper, 
call your Iceman and than dash in again. Easy.

Now if he starts to learn the pattern and keeps super jumping over you and 
successfully blocks your attacks, it is time to be on the defence. Let him 
dash in or jump in, block and then call Guile, which Summersault does heck 
a lot of damage, with good reach and priority. After some successful tries 
he will be blocking a lot and slow down. Now it is time to be on the 
offensive.

If your enemy has a good reach beam supper (Cyclops, cough cough), he will 
wait for you to do the jump back and call helper and than nail you with his 
super which is quite bad for health, especially for your hopeless Iceman. 
That's why you put him as the last person, so that even Spidey dies, Guile 
comes out instead and you will not lose a big chunk of the life bar (Guile 
is also useful, but you mostly use Iceman).

When attacking, remember to call Iceman before dashing in or jump in, so 
that even he blocks, there is less chance to retaliate (be careful of enemy 
helpers though). A nice trick is to stand next your opponent, call Iceman 
and before he comes out and shoots the Icebeam, jump to the other side of 
your enemy and block. As you don't attack, your enemy CANNOT block and 
hence, even he attacks you or not, he will eat the beam and you can combo 
away. The only exception is when he does a super jump, which you should 
follow and do a 6 hit air string (Jab, Short, etc).

With this setup you can win most matches with ONLY Spidey as the active 
player. If you are forced to change in the middle of the match (usually I 
recommend letting your character die instead of letting your enemy 
anticipate your tag and let you eat a super or any nasty thing), change to 
Guile as he probably took less damage as an helper and you can still use 
Iceman as an helper.

However, Zhen has a slightly point of view with this team and here I quote
his tactics:
"How interesting, Spidey, Iceman, and Guile happen to be the team I got 52 
wins the other day (then the place closed), however, I prefer to use iceman 
before Guile for a lots reasons, first of all the weakest part of Iceman is 
his close game and the fact that he doesn't have an anti air except for the 
launcher which can hit the wrong way most times and get your self jacked, 
when u play keep away with Iceman, you should always have a anti air assist 
keep them on their toes, and once in a while jump in and do the cross over 
web ball... also even if you do get caught due to your over abuse of 
Iceman, you can always switch to 3rd char.. I prefer to do alpha counter 
switch 70% of the times, and 30% of the times I switch with super 
cancelling... due to the fact that each char have a different assist, it's 
always better to have more options on your assists, therefore I strongly 
suggest that you keep every char alive till they all have a sliver of life 
left since a full bar isn't really that much in this game because of all 
the crazy super cancelling you can do and the massive damage on air 
combos... also since guile is strong, it's a good char to make a come back 
with or keep your lead, if it ever gets to that point.. besides, most of 
his damaging combo or punishes requires supers, while iceman can live off 
chipping."
Wow, well, he has his reasons so judge your actions accordingly.

Finally, more detailed information on using Guile and Iceman will be 
available soon in the guides written by the same author (that's me, hehe).


===========================================================================
----------------------------- BEATING ABYSS -------------------------------
===========================================================================

Fighting Abyss will be the final stage of a series of human battles, or
against the sometimes super-intelligent-unbeatable-computer. Abyss, 
comparing to the previous bosses of the Vs series (with the sole exception
of Cyber Akuma, which is a monster to fight against), is quite hard to deal
with, specially in the first few tries. Therefore here are the tips to 
easily beat him.

 ____________________
/     First Form     \_____________________________________________________

It is so easy. Just let him do an attack, block it, dash in, do a C.Jab -> 
C.Strong -> C.Fierce, wait for him to attack again and repeat. Be patient 
and if he uses that charging move when you are in corner, push block ONCE 
only. You want to know why? try to push block more and you will learn to 
consequences.

Recently I have seen a friend using a different method. When he is standing 
there and not attacking, just combo and jump over him. He will still be 
facing the other side when attacking and you don't need to take so much 
chip damage. Ending a combo with a Web Swing seems to yield the same 
results.

 ____________________
/    Second Form     \_____________________________________________________

I don't really recommend using Spiderman against him, but nevertheless he 
can still shoot Web Balls. If he uses those big green balls. Jump and keep 
doing Jabs and Shorts, as even you get freeze in the air, you will usually 
get less damage than being freeze in ground.

 ____________________
/     Final Form     \_____________________________________________________

Bread and butter. Block all attacks and walk slowly to him. When you can 
see him, jump and do a full 5 hit Air Combo on the core and block. Repeat 
until he dies. Patience is the key to beet Abyss.


===========================================================================
--------------------------- VS HUMAN PLAYERS ------------------------------
===========================================================================

As there are so many characters in this game, it is quite impossible for me
(at least for now), to list tips against every character, and with the
additions of assists, possibilities are endless. However, I will discuss
some tactics when both players are involved in an one on one situation.

 ____________________
/        Ryu         \_____________________________________________________

Ryu is back (as he is always Capcom's flagship character), and although he
is as slow as ever, is still a force to reckon. He has above average
stamina and power and can easily beat your ass if you are not careful. A
seasoned Ryu player will punish your mistakes with a C.Short -> C.Forward
-> Hadoken -> Shinku Hadoken, which does quite a lot of damage to poor
Spidey so watch out! Don't ever let his jump in Roundhouse hitting you or 
you will be sorry. However, he is bad at defending himself and his launcher
is really slow and you can quite easily out prioritise him. Just don't get
too predictable with your jump ins or you will eat a Dragon Punch.

 ____________________
/       Akuma        \_____________________________________________________

A very dangerous character which can run fast, hit hard and combo his
Supers. He is like an speeded up version of Ryu and does a lot of damage.
But again, he is also bad at defending himself so try to take the lead and
he will be dead very soon, as he takes damage like a girl. Beware of his
J.Roundhouse as well, which, like Ryu's, should not be countered with a 
ground move, as if you lose, you will eat a big combo.

 ____________________
/      Strider       \_____________________________________________________

He is fast and does Air Combos which probably hurts more than yours! Do not
try to be faster than him, but fight positively as he is also quite unable
to defend himself. However, if you dash in and sees him doing the special
move which sets up a bomb, STOP, as even you trade hits with him, his bomb
does a lot of damage! If you land a couple of combos on him, he is probably
dead as he takes damage as bad as Akuma. Also, he has a Double Jump so he
might actually jump at you to fool you, then jump back and dash in. If you
see him jumping back, dash at do a S.Roundhouse and cancel it into a Jab
Web Ball if it doesn't connect. If it connects...

 ____________________
/      Iceman        \_____________________________________________________

If Spidey is the king of Air Combos, Iceman is probably the king of keep
away, who is even more effective than Cyclops, for the fact that he takes
no chipping damage from energy based special moves. Besides his air combo
finishing with a Super does a lot of damage as well, but basically he
cannot fight well in close quarters. So if he gets into the pattern of 
keeping you away with his Icebeam, do a Super Jump and block. If he
misjudged his C.Roundhouse, you can easily punish him, and he takes damage
like Akuma. Finally, if he tries to chip you far away with his Super, Super
Jump over him and when you land on the other side, go for a S.Short instead
of C.Short and combo away, as he is partly invincible to ground attacks.

 ____________________
/        Jill        \_____________________________________________________

Quite honestly, I hate her. She is so damn fast and his moves are so
annoying as his ground dash special seems to have no recovery time at all,
and she can call her Zombies to annoy you and use as a decoy. Her Air
Combos does tons of damage as well and if you try to be fast, she will be
faster. So what to do? Wait patiently and counter. If she does her ground
chain ending with a dash special, she will probably do the C.Short again,
repeat the chain until you make a mistake. So push block her and use the
momentum to dash in and try to attack her. If it fails, switch again to
defence if you don't want to get caught by her C.Short. Also, ALWAYS roll
if you are grounded because her dash special really hurts.

 ____________________
/     Wolverine      \_____________________________________________________

Either versions of Wolverine are annoying bastards, but he is so toned down
now that does not really impose a threat. He will always stick into ground
chains whenever possible and end with a Jab Berserker Barrage. Treat him as
a toned down Jill and you can win easily, as both of them takes a lot of
damage.

 ____________________
/  Captain Commando  \_____________________________________________________

Another good keep away character, but basically don't dash in or Super
Jump, which aren't very effective. If you normal jump over his Captain
Fire, 99% of time he will do a Captain Corridor which has a huge lag,
perfect for you to dash in and punish him. Also, always roll from him or be
prepared to eat a C.Short -> S.Roundhouse -> Captain Sword. By the way, he
also takes damage like a girl, so you know what to do.

 ____________________
/  Captain America   \_____________________________________________________

A strong character who is slow, and in fact a bit like Ryu. He can also
combo his Hyper Star and Stripes from his ground chain so beware. He has
superior throwing range, as well as a rock hard shield, and an annoying
double jump which he uses to his advantage, especially after a air throw,
where he jumps up again to confuse you and land with a Fierce. Try to Super
Jump often and block (don't get too near or you will be thrown). After his
Fierce, he will be open to anything so just proceed with your usual 
routine.

 ____________________
/       Guile        \_____________________________________________________

A versatile character where his strength lies on his ground game, as he can
use his Sonic Boom as a decoy. However, he is not half as good in air so
again try to Super Jump a lot. If he does not follow up, land blocking and
his anti air move will mostly leave him open for counter. Also, block to 
the last second as you may get suck by his Sonic Hurricane Super, which you
should push block and counter accordingly.

 ____________________
/      Amingo        \_____________________________________________________

Don't get cornered or stay on ground when he jumps in at you with his
Roundhouse, and try to meat him in mid air with a Fierce, which would
mostly beat him. His strength lies on keeping you defending and freeze with
his J.Roundhouse, so jump or Super Jump often to meet him in mid air. His
minions are sometimes annoying, which gives you one more reason to take the
skies, but try not to get vertically above him because his vertical super
may cross you up.

 ____________________
/     Tron Bonne     \_____________________________________________________

She is another of those with a prioritised jump in, as well as a J.Fierce
which can cross you up, leading to a chain ending with a super that does
immense damage. Again, keep to the skies and her drills, radar, minions,
etc will be less effective. Actually, she is quite unable to defend from
jump ins so use this to your advantage.

 ____________________
/     Juggernut      \_____________________________________________________

Spidey seems to have a bad time against characters with any sort of Super
Armour, which allows the character to absorb any two weak attacks before
going into hit stun. Try to keep the combos small and use hit and run
tactics. Wait for him to miss a big move (Fierce or Roundhouse) and he will
be in stun long enough for you to dash in and do ground chain ending with
an Air Combo. Just make sure that, if he has a Super, do NOT jump and do a
Web Ball, because he can do a Super which goes through it and hit you 
REALLY hard, as his head touches you 2-3 times before the final hit. Be
careful.

 ____________________
/     Spiderman      \_____________________________________________________

By now you should have a good idea on how to use Spidey, so the outcome of
the battle lies on who uses his tactics better. Study more this FAQ and you
will rule!!!!!!!! (Well, sort of ^_^)

 
===========================================================================
------------------------------- NOTATIONS ---------------------------------
===========================================================================

The following notations are assuming that the player is facing right:


     UB   U   UF
         __          Jab      Fierce    Assist 1        
        /  \         ( )       ( )       ( ) 
     B  \__/  F   
         ||         Short   Roundhouse  Assist 2        
         ||          ( )       ( )       ( ) 
     DB   D   DF


Due to the new buttons configuration, in order to get Strong you have to 
tap Jab twice and to get Forward you have to tap Short twice. In order 
words, Strong and Forward are only used in combos. 

S. - Standing
C. - Crouching
J. - Jumping

* -> * - Do one thing after another
*, *   - Do one thing quickly after another
* + *  - Press both buttons together
* or * - Press either button

Usefulness Chart:
* means 1 grade and / means half a grade.
[*----] - This move is useless. Avoid.
[**---] - An OK move. You will have to use it in combos anyway.
[***--] - A decent move. Should be used a bit more often.
[****-] - An useful move. Use it whenever situation allows.
[*****] - This move rocks! Use it and abuse it, but don't get predictable.


===========================================================================
------------------------------ GAME BASICS --------------------------------
===========================================================================

Dash       - F, F or Jab + Fierce
Back Dash  - B, B or B + Jab + Fierce
Super Jump - D, U or Short + Roundhouse or U after a launcher
Push Block - Jab + Fierce while blocking
Tag Out    - Jab + Short for first character or Short + Forward for second
Taunt      - Start (or Start + Short in DC)
Tech Hit   - F or B + any button when being throw

Air Combo  - Launch your enemy and tap U, than follow with a combo.
OTG Combo  - Off The Ground Combo. When your enemy is down to the ground,
             hit him with a low attack to kick him up and continue to
             combo. Only 1 OTG allowed per combo.

Snap Back           - D, DF, F + Assist 1 or 2, depending on who you want 
                      to force out. Uses one level of Super.
Counter             - B, DB, D + Assist 1 or 2. The chosen character will
                      jump out and do his assist and you will change
                      characters. Uses one level of Super.
Dual/Triple Super   - Assist 1 + Assist 2. What comes out depends on the 
                      number of characters left and amount of Supers 
                      available.
Delayed Hyper Combo - Input the Super motion of the following character
                      when the playing character is doing a Super. Repeat
                      as often as Super meter allows.

---------------------------------------------------------------------------

That's about all I have to say about Spiderman now. Fell free to send me 
your comments, suggestions, etc to beta@nettaxi.com. If you want to use any 
information found in this FAQ please contact me first.

FAQ (c) 2000 by Beta Productions

End of FAQ